Controls Box2D global settings.
Maximum unsigned short value.
The current version of Box2D.
This is used to fatten AABBs in the dynamic tree. This allows proxies to move by a small amount without triggering a tree adjustment. This is in meters.
This is used to fatten AABBs in the dynamic tree. This is used to predict the future position based on the current displacement. This is a dimensionless multiplier.
A body cannot sleep if its angular velocity is above this tolerance.
A small angle used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
This scale factor controls how fast overlap is resolved. Ideally this would be 1 so that overlap is removed in one time step. However using values close to 1 often lead to overshoot.
A body cannot sleep if its linear velocity is above this tolerance.
A small length used as a collision and constraint tolerance. Usually it is chosen to be numerically significant, but visually insignificant.
The maximum angular position correction used when solving constraints. This helps to prevent overshoot.
The maximum linear position correction used when solving constraints. This helps to prevent overshoot.
Number of manifold points in a b2Manifold. This should NEVER change.
The maximum angular velocity of a body. This limit is very large and is used to prevent numerical problems. You shouldn't need to adjust this.
b2_maxRotation squared
Maximum number of contacts to be handled to solve a TOI island.
Maximum number of joints to be handled to solve a TOI island.
The maximum linear velocity of a body. This limit is very large and is used to prevent numerical problems. You shouldn't need to adjust this.
b2_maxTranslation squared
3.141592653589793
The radius of the polygon/edge shape skin. This should not be modified. Making this smaller means polygons will have and insufficient for continuous collision. Making it larger may create artifacts for vertex collision.
The time that a body must be still before it will go to sleep.
Continuous collision detection (CCD) works with core, shrunken shapes. This is the amount by which shapes are automatically shrunk to work with CCD. This must be larger than b2_linearSlop.
A velocity threshold for elastic collisions. Any collision with a relative linear velocity below this threshold will be treated as inelastic.
b2Assert is used internally to handle assertions. By default, calls are commented out to save performance, so they serve more as documentation than anything else.
Asset an expression is true.
Friction mixing law. Feel free to customize this.
Friction values are usually set between 0 and 1. (0 = no friction, 1 = high friction)
By default this is return Math.sqrt(friction1, friction2);
Friction 1 to mix.
Friction 2 to mix.
number
The two frictions mixed as one value.
Restitution mixing law. Feel free to customize this. Restitution is used to make objects bounce.
Restitution values are usually set between 0 and 1. (0 = no bounce (inelastic), 1 = perfect bounce (perfectly elastic))
By default this is return Math.Max(restitution1, restitution2);
Restitution 1 to mix.
Restitution 2 to mix.
number
The two restitutions mixed as one value.